PlayerController 销毁流程
APlayerController::OnNetCleanup(UNetConnection* Connection)//------虚函数,可重写,Player有效,可执行命令;
APlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason)//----Player已无效
void UIpNetDriver::TickDispatch(float DeltaTime)
void UNetDriver::TickDispatch( float DeltaTime )
void UIpConnection::CleanUp()
void UNetConnection::CleanUp()
void APlayerController::OnNetCleanup(UNetConnection* Connection)//------虚,可重写,Player有效,可执行命令
bool AActor::Destroy( bool bNetForce, bool bShouldModifyLevel )//---非虚
bool UWorld::DestroyActor( AActor* ThisActor, bool bNetForce, bool bShouldModifyLevel )
void AActor::Destroyed()
void AActor::RouteEndPlay(const EEndPlayReason::Type EndPlayReason)
void AWAN_PlayerController::EndPlay(const EEndPlayReason::Type EndPlayReason)//----Player已无效